I’m using the low-level system to initialize sounds, by getting the low-level system from the StudioSystem, then creating a sound calling
Sound = LowLevelSystem->createSound(... // LowLevelSystem is of type FMOD::System*
Sound is a class member, and after my (Unreal Engine UCLASS) class is destroyed, I wish to release the sound neatly. However, in some cases the FMOD StudioSystem is no longer available, for example when the game stops.
To cope with this, I added some code to the FMOD plugin that allows me to add ‘FMOD cleanup listeners’ that are notified when FMOD is about to destroy its StudioSystem. However, every time a new FMOD version comes out I need to redo this, and I’m wondering if I really need to.
Does FMOD release any unreleased sounds when its StudioSystem shuts down?